blast007 | kinda isn't a single vision | 00:14 |
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blast007 | and I've not touched it in a while | 00:14 |
SpringTank | hmm | 00:23 |
SpringTank | maybe with each version, there should be concentrated effort on one single major feature with bug fixes in between. | 00:24 |
Zehra | A bit of a bigger question, is there any known possible conflicting visions? (In the sense one aspect of the vision prevents or is the mirror of anothers vision.) | 00:53 |
Zehra | Since otherwise, it's kind of straightforward in a ways, since each vision relatively be within its own sectors and could move along without issues, as long as "design by committee" is not an issue. | 00:54 |
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SpringTank | Blast, I have another question. What is that a picture of that you use as your avitar? It looks familiar but I can't put my finger on it... | 06:03 |
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blast007 | SpringTank: https://finalfantasy.fandom.com/wiki/Vivi_Ornitier | 10:44 |
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blast007 | So here's my thought on custom sounds. The plugin API would have a function for registering (and unregistering?) sounds, so custom sounds would have a short name to call them. There would be a new message added to the protocol that would provide a list of all the custom sounds with their short name and the URL. This would overwrite any previous list if it's sent again, in case a plugin is ... | 13:58 |
blast007 | ... loaded/unloaded mid-game. | 13:58 |
blast007 | or maybe I wouldn't bother resending the list... | 14:04 |
blast007 | the list of custom sounds would be sent before MsgEndWorld so that the list of URLs can be downloaded at the same time as textures | 14:05 |
blast007 | hmm, would we want to be able to play a positioned sound? | 14:18 |
blast007 | heh, there's also a playFixedSound method we never use that loops a sound at a location in the world | 14:33 |
SpringTank | That's where I've seen that! | 15:31 |
SpringTank | ReCustomSounds: Yeah, that sounds pretty good. | 15:33 |
SpringTank | Pun intended.. | 15:33 |
SpringTank | The way I would do it would be to use cache manager the same way textures are listed in map files. From there you could have the plugins call a short version of the sounds, but I see the problem with not getting the right file for the right plugin unless the plugin writer uses a config file for their plugin and then things start getting more complecated... I like your way better. | 15:35 |
SpringTank | or a combination of both. That way map sounds, like playFixedSound, can be added without ever looking at any plugin code. | 15:36 |
SpringTank | and for plugin sounds, have a function like you said that downloads it's sounds on map download. | 15:36 |
blast007 | yeah, there's a Downloads and CachedTexture class that uses the CacheManager | 15:38 |
blast007 | I'd do it through the Downloads class so that it follows the DownloadAccess.txt | 15:39 |
SpringTank | being able to play sounds from a location from a plugin would be cool to, but that would require a new server message. | 15:39 |
SpringTank | right | 15:39 |
blast007 | yeah, I'm looking at 2.6 | 15:40 |
SpringTank | awsoooome | 15:41 |
blast007 | replacing MsgCustomSound with MsgPlaySound, and adding a MsgCustomSounds that provides the list of custom sounds (replacing the protocol ID for the old MsgCustomSound) | 15:41 |
SpringTank | so when it comes down to playing a sound, you can use the same function for playing player, global, and location sounds? | 15:42 |
blast007 | local and world | 15:44 |
blast007 | local being attached to the client's position, and world being attached to a position in the world | 15:44 |
blast007 | local is only heard by the client that receives it too | 15:44 |
SpringTank | cool | 15:44 |
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